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Re: [Hexen] Serpent: Resurrection [New version 09/2017]

PostPosted: Tue Jul 09, 2019 8:48 pm
by Emmanuelexe
Ah ok, thanks for the infos! :)

Re: [Hexen] Serpent: Resurrection [New version 09/2017]

PostPosted: Sun Jul 14, 2019 12:14 pm
by LOLANONIMUS
The mod can be passed to Spanish?

Re: [Hexen] Serpent: Resurrection [New version 09/2017]

PostPosted: Fri Jul 19, 2019 6:26 pm
by The Ultimate DooMer
Ichor wrote:Also that obsidian ring there.


That is used to access the assassin boss's room, which is above the graveyard. (and is also where the you get the 8th ingredient bag for the secret map)

A few flaw, not sure but i think the money bags should give far more money, apparently, the game is made for difficulty "normal" skill 2?
I played on skill 3 - Hard, not sure why but i was often close to not have enough mana and potion flask health, i had to sell a lot of spells and items to save the thing. (and i boosted the melee weapon a lot with Braxus/Cleric type).


The difficulty settings are different to other mods because of the exp system - instead of getting more monsters on the higher settings, you take more damage when hit and get less mana from crystals/batteries...meaning you have to be more careful and spend wisely. (the monsters also get more aggressive)

In the hub when we are a pig in the cave, i didnt find the diamond key in the same place in skill 3, i checked internet to be sure, not sure if it disappeared when i did some other missions after that, i mean, i wanted check again as a big but the barrier was come back and couldn't go in the place where there is the item outside with the key so i used no clip but no key, weird.


I changed that long ago, when weapon 7 became 3 pieces instead of 2 (which was needed for the standalone mods to work). The extra piece went in Hogger's cave, and the diamond key moved to a new cave in the red mana village. (requires jump boots or a lot of dexterity)

It could be cool to have a Serpent Resurrection 2 with a little more relief and more story : P (random thoughts)

SallazarSpellcaster wrote:Serpent Resurrection 2: Electric Boogaloo would be amazing, especially since there's room for a sequel left at the end.


I did leave the story open just in case (and had some ideas of how it would work), but I retired long ago.

theleo_ua wrote:What do you think if some day we will start translating your mod to Russian?

LOLANONIMUS wrote:The mod can be passed to Spanish?


It would be a big task (there's a lot of speech), but feel free to have a go.

Re: [Hexen] Serpent: Resurrection [New version 09/2017]

PostPosted: Sun Mar 08, 2020 1:32 am
by Villela
I think I might have a problem running the soundtrack of this mod.

I have the latest version of GZDoom and the Hexen IWAD, everything runs perfectly but the soundtrack - which i can't determine what causes.

When I start the mod, I highlight three things on the Serpent: Resurrection folder: serpent.pk3, serpent WAD and serpmus1/2 (Tried with both of them, no one of them ever worked)

Tried changing the MIDI Device ingame and restarting the soundtrack via the command "puke 808", and no midi device ever worked, so i returned to "FluidSynth" which was the original one.

I saw in an answer here that I should start the game with the serpent1.bat or serpent2.bat, but it didnt work out very well unless I did something wrong.

Can anyone help?

Thanks in advance, sorry about any errors, english is not my primary language.

Re: [Hexen] Serpent: Resurrection [New version 09/2017]

PostPosted: Sat Mar 28, 2020 3:43 pm
by derd
Hello Ultimatedoomer, do you think it would be possible to add doomguy into the game in a new release? It would mean the world to me. Me and my friend could also pay you if you put him in

Re: [Hexen] Serpent: Resurrection [New version 09/2017]

PostPosted: Sat Mar 28, 2020 4:30 pm
by AvzinElkein
derd wrote:Hello Ultimatedoomer, do you think it would be possible to add doomguy into the game in a new release? It would mean the world to me. Me and my friend could also pay you if you put him in

He's retired and will not make any additional changes, sorry.

Re: [Hexen] Serpent: Resurrection [New version 09/2017]

PostPosted: Sat Mar 28, 2020 4:39 pm
by derd
AvzinElkein wrote:
derd wrote:Hello Ultimatedoomer, do you think it would be possible to add doomguy into the game in a new release? It would mean the world to me. Me and my friend could also pay you if you put him in

He's retired and will not make any additional changes, sorry.


I was just being hopeful, as I assumed it wouldn't be that hard to put in something like doomguy that already exists :(

Re: [Hexen] Serpent: Resurrection [New version 09/2017]

PostPosted: Sun Mar 20, 2022 7:10 am
by theleo_ua
for those who interested:

speedrun tries of this mappack:

stream: https://www.twitch.tv/hanomamoru

vods/recordings probably will be added here: https://www.youtube.com/channel/UCdVlaf ... =0&sort=dd

Re: [Hexen] Serpent: Resurrection [New version 09/2017]

PostPosted: Tue Apr 12, 2022 12:01 pm
by theleo_ua
WR (speedrun on skill 1 in 54 minutes): https://youtu.be/yBIka9MdeJQ

Re: [Hexen] Serpent: Resurrection [New version 09/2017]

PostPosted: Wed May 11, 2022 12:57 pm
by CaligulaWellington
What needs updating? Have you got any errors?

I have found two errors. One is that the music won't play, even if I have matching mus.wad and bat, and use the puke 808 command. It only plays sometimes, but I have to restart the game forever before that happens.

The second error is that the door behind Korax can't be opened due to a missing unknown script. Sure, I could easily clip through the wall, but it brakes the immersion and is cheating.

I did play through this modd a couple of years ago, and I didn't have any of those problems then. Could it be a combability issue with the latest GZ engine?
Anyway, this is my favourite mod for any of the GZ game. It's a masterpiece. I just wish I could re-experience it as it used to work.